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Interweaving gaming and educational technologies: Clustering and forecasting the trends of game-based learning research by bibliometric and visual analysis
Entertainment Computing ( IF 2.8 ) Pub Date : 2021-09-02 , DOI: 10.1016/j.entcom.2021.100459
Gwo-Jen Hwang , Pei-Ying Chen

This study aimed to highlight the applications and trends in game-based learning (GBL) by conducting a systematic review as well as bibliometric mapping analysis of the studies published in seven SSCI (Social Science Citation Index) educational journals from 1990 to 2019. A total of 743 journal papers were included in this study. The results revealed that most publications and citations for GBL research were from Taiwan and the United States. The author who contributed the most is Gwo-Jen Hwang, while Computers & Education is the journal with the most publications and the most citations. The most frequently studied keywords are interactive learning environments, followed by game-based learning and teaching/learning strategies. Based on reviewing the literature, this study provides a comprehensive summary overview of the existing research, integrating the available information on the research hot topics, and visualizing and identifying the main GBL trends. In addition, the roles of gaming in educational technology research were investigated. Accordingly, some suggestions regarding the application and research directions of GBL are provided based on the study’s findings, which could be a reference for researchers conducting related research in the future.

更新日期:2021-09-06
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